- 2018 ADPL NSW MVP Awards
- DFA Recognised By Australian Sports Commission
- 2018 NSW Fixture Release
- 2018 ADPL NSW – The Key Changes
- 2017 State Of Origin Launch
- 2017 NSW Fixture Release
- Website Launch | ADPL NSW
- ADPL NSW | Open Friendlies
- Australian Dodgeroos Selection Process | 2017-18
- ADPL NSW Venue Announcement
Rules
Australian Dodgeball Premier League (ADPL) rules are based off the World Dodgeball Association (WDA) International regulations.
To view the official World Dodgeball Association International Rules, visit here
Below is a summary of the rules and regulations used in the Premier League.
1. THE COURT:
1.1.The court is the area within which the balls may be legally played, where catches are legal, and ‘outs’ may be made.
1.2.There shall be a clear and unobstructed area between the end lines and sidelines.
1.3.An official shall inspect the court for suitability for play prior to the start of the match.
Court Layout:
1.4.The official dimensions for a regulation court are as follows:
– 17 metres (length) x 8 metres (width)
2. EQUIPMENT / PLAYING UNIFORM:
2.1.Dodgeballs – Five (5) dodgeballs will be used in each match.
2.1.1.WDA approved 7-inch fabric dodgeballs will be used and inflated to 0.126-0.14 kg-f/cm2 (1.8-2.0 psi).
2.2.Player Clothing:
2.2.1.Club players must wear matching uniforms.
2.2.2.Jerseys and shorts must clearly display a number which is unique for each player within the squad, ranging from 1 – 99.
2.2.3.Clubs shall not display the names and/or logos of any other dodgeball association or team on their uniforms.
2.2.4.Team uniforms must not clash with referees’ uniforms.
2.2.5.Footwear should be suitable sports footwear which is non-marking.
2.2.6.Gloves are not allowed to be worn by players.
2.2.7.Protective gloves / gear, required to support injury or required for medical reasons to protect the skin, will be allowed providing the player can produce evidence to support the requirement for protective gloves.
2.2.8.Kneepads are recommended safety wear for all players.
2.2.9.Jewellery and hats may not be worn by players during competition.
2.3.A team will be deducted one (1) set per match, for each item of clothing that isn’t worn by a player (Club jersey, shorts & socks). If a player only has one of the items (EG: jersey), they will still receive a two-point penalty for not having the correct shorts and socks.
2.3.1.A fill-in player, at the bare minimum must be wearing the Club’s playing jersey. Failure to do so will result in a one-set penalty per match.
2.3.2.Club’s cannot swap playing uniforms amongst teammates, during the match.
2.3.3.If a registered player is waiting on their uniform from the supplier, he / she will be treated as a fill-in player on court. Meaning the player will only be required to wear the playing jersey.
2.3.4.If referees have not spotted a uniform infringement during the course of the match, officials have the authority to dock points during the ADPL round. Meaning, results could potentially be overturned following the completion of the match. This ensures the integrity of the ADPL competition is upheld.
2.3.5.If a playing member has a uniform infringement, the captain is responsible for informing the referees at the beginning of the match.
3. CLUB & SQUAD REGULATIONS:
3.1.A maximum of 30 players can be in an ADPL Club squad for the 2018 season. Each Club is required to participate in the Men’s, Mixed and Women’s divisions during the season.
3.1.1.A maximum of 20 male players can be in each ADPL squad.
3.1.2.Two spots, designated for interstate players, will be excluded from the 30-player ADPL squad cap.
3.1.3.The same squad will be used for all ADPL and DV Cup matches, in the Men’s, Mixed and Women’s divisions.
3.1.4.A maximum of 12 players can participate in each ADPL and DFA / DV Cup match.
3.1.5.Clubs can update their 2018 playing squad up until September 1, 2018.
3.1.6.Players who wish to transfer clubs during the season, can make a formal application to the ADPL if there are exceptional circumstances. The ADPL will review the application and make a decision in due course. No applications can be submitted following the halfway point of the regular season (June 30, 2018).
3.2.Men’s Division:
3.2.1.Only male players will be eligible to participate in the Men’s division, with a maximum of six players on court, at any given time.
3.3.Mixed Division:
A maximum of three (3) male players can be on the court, at any given time.
3.4.Women’s Division:
Only female players will be eligible to participate in the Women’s division, with a maximum of five players on court, at any given time.
3.5.Fill-In Players:
3.5.1.In the Men’s, Mixed and Women’s Divisions, Clubs cannot borrow players from other ADPL squads to fill-in for their team.
3.5.2.If a Club is short on players for a particular round (don’t have a full team on court in either the Men’s, Mixed or Women’s division), teams are allowed to gather fill-in player/s, on the provision they are not a member of another ADPL Club.
Example 1: If a Club has 12 players available for the round (8 males / 4 females), they are able to gather one male player to fill-in for the Mixed category, in order to have a maximum of 3 males on court.
Please note, male players are eligible to play in both the Men’s and Mixed category matches in the same round. In this case, the option is there to gather a male fill-in player, if that Club doesn’t want to use the same male players in both the Men’s and Mixed matches for that particular round.
Example 2: If a Club has 6 players available for a Mixed category match (4 males and 2 females), they are allowed to gather 1 female player to fill-in, in order to have 3 females on the court.
3.5.4.Only players listed in an ADPL season squad are eligible to play in the Finals Series.
3.5.5.In the Dodgeball NSW Cup, at the Grand Final stage, Club’s cannot use any fill-in players.
3.5.6.Fill-in players cannot represent more than one Club during the same round.
3.5.7.If a Club’s Australian Dodgeroos cap is full, they cannot organise another Dodgeroos representative capped player to fill-in for their team.
3.6.Player Trialist Program:
3.6.1.Clubs can select new players that aren’t registered in the ‘Player Trialist Program’. This initiative allows non-registered players to trial the ADPL, giving new players the opportunity to experience the competition and encourage new talent and growth across the league. The objective is to have trialists register, following their participation through the program.
3.6.2.Player Trialist Criteria:
- Player Trialists can not be a previously registered ADPL player.
- Player Trialists can participate in a maximum of 2 rounds, and will be able to partake in as many matches as possible during those rounds, pending they meet the criteria.
- A maximum of one Player Trialist can participate in a match, when a team has 6 registered players on the team sheet. So, a maximum of 7 players can participate in a team when Player Trialists are involved. If a team has 5 registered players participating in a match and two Player Trialists involved, both players will be noted as a Player Trialist (not 1 fill-in and 1 player trialist).
- Player Trialists can only represent the one Club during a particular round.
- Once a Player Trialist has participated in two rounds, he / she will only be able to play in future if registered, or as a fill-in player.
- Clubs must inform the ADPL if they wish to use Player Trialists prior to their round matches, and it must be noted on the team sheet.
- Any matches Player Trialists participate in, will not count towards the season game tally.
3.6.3.If a Club does not adhere to the criteria in 3.7.2, teams will be penalised and subsequently forfeit each set an ineligible player participates on the court. The match scores and result can be altered via video footage, following the round’s completion.
3.7.Club Names:
3.7.1.Club names and logos may only be used in ADPL and Dodgeball Federation Australia affiliated competitions.
3.7.2.Club names and logos must not have components that carry any ethnic, national, political, racial or religious connotations either in isolation or combination. Further, references to film, media or fictional settings are prohibited.
3.7.3. Suburb / regional Club names must be representative of at least three players who currently reside from that particular suburb / region or within the vicinity (E.G: live within 20 kms from the area). This is to ensure the suburbs selected are truly representative of the players involved in the Club.
3.8.FORFEITS:
3.8.1.A forfeited match will result in an automatic 10 – 0 victory to the opposing team.
3.8.2.If a team forfeits a match and / or matches in their division, as a result the club will also forfeit their corresponding number of matches in each division.
Example: If a Men’s team forfeits their first match of the round, the club’s Mixed and Women’s team will also be penalised with a 0 – 10 result in their first match in each of those divisions.
3.8.3.Club’s must give a minimum of 72 hours notice prior to the upcoming round, if unable to field a team.
3.8.4.The forfeiting Club will be required to pay their round fee, in addition to the opposition teams’ game-fees for that particular round.
4. SEASON FORMAT & FINALS SERIES:
4.1.Each Club will participate in the Men’s, Mixed and Women’s divisions throughout the season.
4.1.1.Rounds will be played on the same date and venue for Men’s, Mixed and Women’s divisions, alternating between Friday nights and Saturdays.
4.1.2.Rounds during the regular season will consist of two matches in each division, against different opposition.
4.1.3.Rounds will be staged every 3 weeks on average, throughout the season.
4.2.The Men’s, Mixed and Women’s divisions will have a separate ladder and Finals Series in each State Conference.
4.2.1.At the conclusion of the regular season, there will be a Men’s, Mixed and Women’s Division Finals Series.
4.3.The top three Clubs in the State Men’s, Mixed and Women’s divisions, will qualify for the ADPL National Final Series at the end of the season.
4.4.To be eligible for the Men’s, Mixed and / or Women’s Finals Series, a player must play a minimum of 30% of matches in that particular division (for the participating Club), during the regular season.
4.5.Finals Series Format:
4.5.1.The ADPL NSW season will incorporate a top-three Finals Series in the Men’s, Mixed and Women’s Divisions.
Men’s & Mixed Finals Series Format:
Elimination Finals: 2nd vs. 3rd
Grand Final: 1st vs.(Winner Elimination Final)
4.6.DFA / NSW Cup:
4.6.1.The Dodgeball New South Wales Cup (DNSW Cup) is a knock-out style cup competition, played over a single weekend.
4.6.2.The competition will feature all the Clubs from ADPL NSW.
4.6.3.During the Grand Final Stage, only registered players will be able to participate.
4.6.3.There will be a Men’s, Mixed and Women’s division competing in the Dodgeball NSW Cup, with Clubs to be drawn at random each round. The winners’ subsequently progress to the following round.
4.6.4.The top-two NSW Clubs (Grand Finalists) in each division will gain qualification into the DFA Cup, the national version of the Cup competition, taking on the qualifiers from the Dodgeball Victoria Cup.
5. MATCH FORMAT:
5 .1.Teams consist of 6 players on court at the start of each set.
5.1.1.A match-day squad can have a maximum of 12 players per match in each division.
5.1.2.Players can be substituted between sets.
5.2.Sets run for a maximum of 3 minutes.
5.3.A match consists of two 15-minute halves.
5.3.1.In general play, a half will conclude when the 15-minute timer has elapsed.
5.3.2.If a set concludes with less than 30 seconds remaining in the half, the referee will signal the end of the half.
5.3.3.If a set concludes with more than 30 seconds remaining in the half, a new set will begin. If the total time remaining in the half elapses under 30 seconds (before the final set can begin), the referee will inform both teams of a new 30-second set, ignoring the scoreboard timer for the half.
5.4.A team wins a set by getting all the players on the opposing team out or by having more players left on the court when time has elapsed and the referee signals the end of the set.
5.4.1. If time elapses in a set with teams having the same number of players, both teams will receive one (1) point. The winning team for a set will be awarded two 1 point.
5.5.At the conclusion of the match, the team with the higher number of points will be awarded the win. If both teams are on the same number of points, the match will end in a draw.
5.5.1.A win will result in three (3) competition points on the ladder, while a draw will result in 1 competition point on the ladder.
5.5.2.If two or more teams finish on the same number of competition points at the conclusion of the regular season, the ranking will be determined in the following order:
– Points (Sets) Difference
– Points (Sets) For
– Head-To-Head Record
– Points Difference in Head-To-Head matches
– Points For in Head-To-Head matches
– One set played between the two teams to determine the higher ranking
5.6.If a match is drawn in the Knockout Stages, one additional Overtime set will be played to determine the winner.
5.7.Maximum total court-time for each match is 30 minutes.
5.8.Teams must be ready to begin sets when called by the referee. There is no additional time allowed between sets.
5.8.1.If a team fails to be on court for the start of first set, that team will forfeit the first set.
5.8.2.If that team is not ready to play the second set within 3 minutes of the match start time, they will forfeit the second set, and each additional set every three minutes they are not ready.
5.8.3.If a team fails to be on court by half-time, they will forfeit the match
5.8.4.A forfeited match will be scored as 10 points to nil.
5.9.At the beginning of each match, the referee will gather the two opposing captains and toss a coin to determine which side their team will begin.
5.9.1.Teams will swap sides following the half-time interval.
6. GAME PLAY:
6.1.To commence a match, a team must have a minimum of three (3) players present from their playing squad.
6.1.1.TEAM PAYMENTS: The round-fee of $150 per team (Mixed), $75 per team (Men’s) and $60 per team (Women’s) must be paid prior to each team’s first match of the round.
- Failure to make payment prior to the match beginning: 2-point penalty in the first half
- Failure to make payment prior to the second half beginning: 2-point penalty in the second half
6.1.2.TEAM LISTS: Clubs are required to complete a Team List (Men’s, Mixed and Women’s teams) every round, prior to their first game on the day / night.
All information on the official team sheet must be accurate prior to each match beginning. A one-point penalty will apply per match, if a team uses a player not named on the official team sheet.
EG: If two players participating in a match are not named on the team sheet, their team will receive a two-point penalty.
Clubs who name players not participating in a match, will receive strikes to their name. If found guilty in three separate rounds, the offending club will receive a two-point penalty in their next match (in each division). Following a club’s third strike, each subsequent strike will also result in a two-point penalty in the club’s next match (in each division). Club’s will get two warnings, before any action is taken.
6.1.3.Players cannot participate in more than one match during the same timeslot. For instance, if a Club has their Men’s and Mixed teams playing in the same timeslot, a player must choose which match to play in. This must be noted on the Team List.
6.1.4.Teams must be ready to begin at their scheduled start time for each match. Failure to do so, will result in forfeiting the opening set, and a point every subsequent three minutes.
6.1.5.LINE REFS: Club’s must supply two Line Refs per round in each division. Failure to supply / organise people to Line Ref for your designated game, will result in a -2 point penalty for your team’s next match.
If a team only supplies 1 Line Ref during their designated match, they will still be deducted -2 points in their next match. If a team doesn’t supply two Line Refs when the match begins, an automatic -1 penalty will apply. If by the start of the second set, two Line Refs are not in place, the -2 point penalty will apply for their team’s next match.
6.1.6.If a team doesn’t have the minimum number of players by halftime, the match will result in an automatic 10 – 0 win to the opposing team.
6.2.Court Markings:
6.2.1.During play, the lines mark the boundaries of each team’s half of the court.
6.2.2.If a player touches any part of his body onto a boundary line, or on a surface that is beyond a side line, back line or centre line, the player is out.
6.2.3.Players must remain inside the boundary lines which mark their half of the court at all times.
6.3.Out Players:
6.3.1.When players are out they must go to the Player Return Area marked on the floor by the side of their team’s half of the court.
6.3.2.When a player is out, they are no longer an active part of the game in progress.
6.3.3.Out players must not deliberately interfere with the direction of dodgeballs or move a stationery dodgeball when leaving the court, whether the balls are live or dead.
6.3.4.Out players must NOT propel a stationary Dodgeball towards any live player.
6.3.5.Out players must NOT try to stop an attempt from the opposing team. If an out player does deliberately stop an attempt from the opposing team the referee will discipline the offending player.
6.4.Retrieving Dodgeballs Off The Court:
6.4.1.Each team will be permitted to have a maximum of one ball retriever. The retriever will be given bib to wear, in order to avoid confusion with the on-court players.
6.4.2.Retrievers must be situated between the attack line and the back line, unless in the process of retrieving a ball. Retrievers cannot stand behind the back line or impede the referee’s view while retrieving a ball.
6.4.3.Players who are ‘out’ must stay on the side of the court in the Player Return Area and cannot actively retrieve dodgeballs for their team on the side of the court.
6.4.4.No players can exit the court at any time to retrieve a ball. If a player leaves the court, they will be called ‘out’.
6.4.5.Retrievers will be given a maximum of five (5 seconds) to put the ball back in play. Retrievers cannot purposely delay the ball from returning to the court and if found to be doing so, will be instructed to give the ball/s to the opposition.
6.4.6. If a retriever interferes or touches a ball while in play, the referee will instruct the offending team to give the ball/s to the opposition.
6.4.7. Retrievers may only gather balls situated on their half of the court.
6.5.There are several ways in which players can be ‘out’ –
6.5.1.Teams get players on the other team out by hitting them with a ball on the full, a direct throw which has not bounced off any surface.
6.5.1.2.A player is out when any part of the player’s body is struck by a throw, and hit the ground, netting, wall or object.
6.5.1.3.During play a player’s clothing counts as part of the player’s body.
6.5.2.When a player makes a catch from an opposing player’s throw, the thrower is out and the catching player also brings back into play one of his team’s out players.
6.5.3.Players are out when they step on or over any line which marks the boundaries of their team’s half of the court.
6.5.4.Players will be called ‘Out’ by the referee if the player swears at or is abusive to an opposing player, a spectator or to a match official.
6.6.Advantage Rule / No Stalling Rule:
6.6.1. The referee will signal which team has more balls on their side of the court by calling out ‘Play Ball’, and will then proceed to countdown from 5 seconds.
6.6.2.The team with more balls on their side of the court is obliged to throw, and only able to obtain possession of one ball.
EXAMPLE: If the referee has signaled ‘Play Ball’ to the team in possession of 4 balls, they must throw 3 balls, as they can only obtain possession of 1 ball.
6.6.3.If the team with the advantage has the same number and / or less players on the court than balls, each player is only obliged to throw one ball each during the ‘Play Ball’ countdown.
EXAMPLE 1: If the referee has signaled ‘Play Ball’ to the team in possession of 4 balls, but they only have two players on court, each player is obliged to throw one ball during the referee’s countdown.
EXAMPLE 2: If the referee has signaled ‘Play Ball’ to the team in possession of 4 balls, but they only have one player on court, he / she is obliged to throw one ball during the referee’s countdown. The countdown will reset, following each ball thrown by the player. The advantage will go to the opposition team once they have majority possession of the balls.
6.6.4.If there are balls outside the court boundary, the team is obliged to throw as long as more balls are on their half of the court.
6.6.5.If Team A has the advantage, the Play Ball countdown will NOT reset if an opposition player throws the ball over the centre line.
6.6.6.If time has elapsed, players who have possession of a ball and fail to make an attempt on the opposing team within five seconds will be called out.
6.6.7.When ‘Play Ball’ has been called by an official, the team with majority of the balls must make attempts which can get a member of the opposing team out. Their attempts must be seen as valid attempts by the officials. Failure to make valid attempts will result in the offending players being called out by the officials.
6.7.Suicide Throw:
6.7.1.The Suicide throw is legal. This occurs when a player jumps over the neutral zone line and throws a ball mid-air before landing on the other side of the court.
6.7.2.If the thrower’s attempt is successful, eliminating an opposition player, he / she will be exempt from being eliminated and will need to run back to their side of the court. During this process, an opposition player can eliminate the thrower when running back to their side of the court.
6.7.2.1.If the throwers’ attempt is successful, he / she must remain in the confines of the court boundary. Failure to stay inside the court following a successful suicide will result in being called out.
6.7.3.At no point should contact me be made with an opposition player while attempting a suicide throw. Any contact made, will result in being called out. Disciplinary action may be taken if the contact is forceful.
6.7.3.1.If a player from the opposition team initiates contact with the suicide thrower (by moving forward into the suicide thrower and / or dodging in their vicinity), he / she will be called out and may face disciplinary action if the contact is forceful. The player attempting the suicide throw will not be called out, and will be asked to re-enter the court over their team’s back line.
6.7.4.If the thrower doesn’t eliminate an opposition player while attempting a suicide throw, they will be called Out.
6.7.4.1.When a player is in the process of a suicide attempt, if the opposition player purposely steps outside the court to avoid getting hit or does so attempting to dodge the suicide thrower, they will be called Out, and the suicide thrower will be exempt from being called Out.
7. OPENING RUSH:
7.1.A set begins when signaled by the referee. A referee will use a whistle to signal the start of play.
7.1.1.The referee who starts the set will call ‘Ready’, ‘Set’, and then blow a whistle to signal the start of the set.
7.2.At the start of the set all players must be behind the back line.
7.3.Players are allowed to touch the back line with any part of their body, but are not permitted to:
- Have any part of their body over the line and;
- Go over the line onto the court
7.4.All players must move fully onto the court when the set has started.
7.4.1.Players must take their place inside the court boundary lines after the start has been signaled and before their team’s and / or the opposition’s runners have reached the centre line.
7.4.2.No new players can enter the game from the side of the court and / or the backline, following the opening rush (when either team’s players’ have retrieved a ball from the middle line).
7.5.Upon the referee’s signal, both teams rush to the centre line and retrieve the two (2) balls placed on the left side for their respective team. The fifth ball will be placed in the middle of the centre line, and is contested by both teams.
7.5.1.Each team must have a runner/s go for their respective two (2) balls on the left and each team will select another runner to contest the 5th ball.
7.5.2.There is no limit to how many balls an individual player may retrieve that is designated for his / her team on the left side of the court.
7.5.3.A team may only retrieve the two (2) balls on their right side, when at least one of the two balls from the left side has been activated, and a successful attempt has been thrown at the opposition team.
7.6.Players may not slide or dive head first or they will be called out.
7.6.1.A player may not strike an opposing player in an attempt to dislodge the ball. Doing so results in an un-sportsmanlike conduct violation.
7.7.Players may have one foot over the centre line when retrieving the two balls on the left side of the court.
7.7.1.When contesting the 5th ball (middle ball), a player will be called out if he / she touches the centre line during the opening rush.
7.8.False Starts
7.8.1.At the start of a set, if a player or players start to run for the balls before the referee signals the start of the set, referees will signal and call a ‘False Start’ and all players must return to their start positions.
7.8.2.Due to the false start, the opposing team will be giving the 5th ball (middle), prior to the commencement of the set. When the referee signals the start of the set, the player with the 5th ball can immediately attempt to eliminate opposing players.
7.8.3.When a referee stops play due to a False Start, the timing for that set of play will be re-set to 3 minutes.
7.8.4.In the event of additional false starts by the same team in that particular set, the remaining four dodgeballs are given to the the non-offending team. Any balls given to the non-offending team are deemed live immediately upon the start of the set, as soon as the player in possession has fully stepped onto the court.
7.9.When a player wins possession of a ball at the start of a set, the entire ball must go behind the team’s attack (active) line before a ball is deemed active to throw.
7.9.1.The team which wins possession of the majority of the dodgeballs from the opening rush, is obliged to throw first under the referees signal ‘Play Ball’. (Further details can be viewed in SECTION 6.5).
7.9.2. If a team has failed to retrieve the two (2) balls designated on their left side, the opposition team may retrieve those balls once they have thrown one of the two balls from their left side, which is active behind them attack line. If the opposition retrieves the other team’s designated balls legally, they cannot be thrown legally until the ball/s have gone behind their attack line.
7.10.Only the players who are active in the game being played, match officials and designated officers are allowed within the confines of the Safety Barrier / Net during play. Team coaches and substitutes must remain in their technical area.
8. PASSING:
8.1.Players are allowed to pass the ball to a team-mate, whenever they want to.
8.2.If a player of the leading team passes the ball to a team-mate, it does NOT restart the Five Seconds of possession. Possession of that dodgeball will be regarded as continuous.
9. BLOCKING:
9.1.Blocking is allowed.
9.2.A player can use a ball in his / her possession to block a ball which has been thrown by the other team.
9.3.Disarm Rule: When a player uses a ball to block a thrown ball, they must retain full possession and control of the blocking ball at all times. If the block causes the player to lose control and fumble the ball in their possession (i.e. ball drops to the ground, hits an object or another player), they will be called ‘Out’.
9.4.The blocked ball thrown from an opposition player is considered ‘live’, therefore:
– Can be caught off a deflected ball by a teammate. The thrower is ‘out’ and the catching team will have an eliminated player return to the court.
– A deflected ball can eliminate any number of teammates, if the ball makes contact with the player(s) then hits the ground, ceiling, netting, wall etc.
9.5.BLOCK ATTACK: If a blocked ball is caught by an opposition player, the catcher will be able to bring a player back in to the game from the Player Return Area. The player who originally blocked the ball will not be called out.
9.5.1.If the opposition player drops the blocked ball, subsequently they will be called Out. The blocked ball is considered live and is equivalent to throwing a ball at the opponent.
10. THROWING:
10.1.A legal throw is one that is a valid attempt and can get an opposing player out when hit on the full.
10.2.Striking or punching the ball with a hand is NOT a legal throw.
10.2.1.Kicking the ball at the opposition or in an unsportsmanlike manner is NOT permitted.
10.3.Invalid Throw: Players will be called ‘out’ for any action which propels a Dodgeball through the air, which is not a legal throw (not within approximately 1 metre of an opposition player).
For instance, deliberately rolling the ball over line, kicking the ball over the line or a throw which is intended to not try eliminate an opposition player are considered an invalided throw.
10.4.Two balls that strike mid-air (thrown from either side of the court), will be considered ‘dead balls’.
10.5.Head shots are legal.
11. CATCHES:
11.1.When a player catches a throw from an opposing player, the thrower is ‘out’ and one of the catching player’s teammates can return to play in the order they were eliminated from the Player Return Area.
11.2.The returning player(s) must come back into play by stepping over the back line. Failure to do so, will result in being called Out.
11.2.1.The returning player(s) cannot deliberately delay re-entering the court, to waste time or avoid being hit. If the referee believes the player is purposely delaying their re-entrance to the court, they will be called Out.
11.3.Players must return to play in the order they were ‘out’. First Out – First In.
11.4.A catch is not complete until a player has full control of the caught ball in their hand(s) / arm(s).
11.5.If a player is ‘out’ during the catching process, before the catcher has full control of the caught ball, the catch does not count.
11.6.When a player jumps to make a catch, they must have full control of the caught ball, prior to touching the court boundary or landing outside the court perimeter.
11.6.1.When a player makes a catch, it can be made any side of the centre line in the neutral zone.
11.6.2. During a suicide play, a catch can be made while in the air, as long as the player has full control of the ball prior to touching the ground.
11.7.A player is allowed to drop a ball in their possession when they are attempting to catch a thrown ball.
11.8.If a player catches a deflected ball off a teammate, the catch will be valid, however the player initially hit will be called Out. The thrower will be called ‘out’, and the catching team may bring in an eliminated player from the Player Return Area.
11.9.A catch will be valid, when a throw rebounds off an opposition player, back on to the thrower’s side of the court – simultaneously eliminating an opponent and bringing a teammate back into the game from the Player Return Area.
12. INJURY:
12.1.Referees will stop the game when a player is injured.
12.2.If an injured player cannot continue, he / she cannot be replaced during the set by another player.
12.3.If a player is suffering from a blood injury, they must be substituted. The injured player cannot return to court until the following set of that match and the flow of blood from the injury must be stopped before the player returns to the court.
12.4.Time on the stopwatch during the three-minute set will be halted by the referee, when he/she stops play due to an injury. The total time of 15 minutes during the half will not stop, unless the injury is deemed to be of a serious nature.
13. HONOUR SYSTEM:
13.1.Players are expected to abide by the Honour System.
13.2.The Honour System expects all players to abide by the highest level of honesty and sporting conduct at all times during competitive play.
13.3.Any player who remains on court after they are clearly out and waits to be called ‘Out’ by an official will be in breach of the Honour System.
13.4.Not abiding by the Honour System is un-sportsmanlike conduct; players will be warned for their first offence and further disciplinary action can be taken by the referee if they are seen to behave in this manner on more than one occasion during the event.
14. BEHAVIOUR DURING PLAY:
14.1.ADPL Code of Conduct for Players:
14.1.1.Understand, appreciate and abide by the rules of the game.
14.1.2.Respect the integrity and judgment of game officials and ADPL staff.
14.1.3.Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
14.1.4.Be responsible for your actions and maintain self-control.
14.1.5.Do not taunt or bait opponents and refrain from using foul or abusive language.
14.2.Players are expected to abide by the Honour System.
14.2.1.The Honour System expects all players to abide by the highest level of honesty and sporting conduct at all times during competitive play.
14.2.2.Any player who remains on court after they are clearly out and waits to be called ‘Out’ by an official will be in breach of the Honour System.
14.2.3.This is un-sportsmanlike conduct; players will be warned and may be ejected from a period and/or match if they are seen to behave in this manner on more than one occasion during an event.
14.3.The Referees will carry out disciplinary action against offending player(s) or team(s) who do not behave in an acceptable manner.
14.4.Kicking a Dodgeball is not allowed.
14.4.1.If a player kicks a Dodgeball with force in the direction of players involved in the game, match officials or any other person, the referee will discipline the offending player.
14.4.2.Any kicking action which propels a dodgeball towards the opposing side of the court will result in the offending player being called ‘Out’ by the referee.
14.4.3.If a player guides a Dodgeball with his foot or gently propels a ball with his foot to a team-mate, this will NOT be deemed as kicking a Dodgeball.
14.4.4.Players are allowed to block a ball which is returning on to the court with their feet.
14.5.Deliberately making physical contact with players from the opposing team is not allowed at any time during the match.
14.6.Taunting the opposing team and opposing players is not allowed.
14.6.1.Name calling and swearing at the opposing team will be deemed as Taunting.
14.6.2.Calling for players on the opposing team to go out, because the player or team thinks players are out will be deemed as Taunting.
14.6.3.Calling for players on the opposing team to throw balls because the time they are allowed to retain possession has expired will be deemed as Taunting.
15. CARD OFFENCES:
15.1.Referees’ will take disciplinary action against teams and players as they deem appropriate. The referee should inform the team captain of all action taken against his/her player(s) and/or team.
15.2.The first stage of disciplinary action will normally be a Verbal Warning, issued by the referee, to an individual player or to the whole team.
15.3.The second stage of disciplinary action will be for the referee to record a Yellow or Red Card Offence.
15.4.YELLOW CARD: The referee will show a Yellow Card to the offending player and record the player’s name, Club and number.
15.4.1.A disciplined player will be ejected for five minutes in total, from the Period in which the offence took place and the following Period of play. Whether that is part of the same game or a later game during the same round.
15.4.2.Ejected players who receive a Yellow Card cannot be substituted or have a replacement player take their place; this means that their team will have to play with less players for the time of the disciplinary action.
15.4.3.If Yellow Card disciplinary action takes place after the final set in a completed match, the offending player cannot be replaced for the opening five minutes of the following match.
15.5.A player who receives five Yellow Card during the course of the regular season, will receive a one-match suspension.
15.5.1.The Yellow Card count will reset, when the Finals Series begins.
15.6.RED CARD: The referee will show a Red Card to the offending player and record the player’s name, Club and number.
15.6.1.The offending player can be shown a second Yellow Card, which would result in a Red Card.
15.6.2.If a player receives two Yellow Cards in the one match, resulting in a Red Card, the disciplined player will be ejected from all remaining sets in the match in which the offence took place, and the following match. The team will need to play with less players during that particular match, where the offence occurred.
15.7. A direct Red Card can be issued, if the offence is deemed to be of a serious nature.
15.7.1.When a straight Red Card is shown, the disciplined player will be ejected from all remaining sets in the match in which the offence took place, and the following match (at a minimum).
15.7.2.When a straight Red Card is issued, the incident will come under review of the ADPL. Upon review, a decision will be made on the appropriate disciplinary action.
15.8.Ejected players who receive a Red Card cannot be substituted or have a replacement player take their place during the match in which the offence took place; this means their team will have to play with less players for the remaining sets in that particular match.
16. ADPL REGULATIONS:
It is the responsibility of registered clubs and players to understand the rules, regulations and conditions pertaining to the Australian Dodgeball Premier League (ADPL) competition via the website, and agree for themselves and team members to abide by them. A list of all club members must be provided. Throughout competition, the ADPL has the right to use a player’s image for competition media content on their website and social media pages. The ADPL, the Directors or Officials are not responsible for any injury or loss, other damage or loss of property to or belonging to members of clubs or others that may occur whilst using the venue. ADPL officials endeavour to make the competition as fair and safe as possible for all its players. Members of each club are responsible for their own insurance requirements. By registering a club in the ADPL, Clubs and their respective players, agree to full-filling the playing requirements and associated fees throughout the season, including all ADPL competitions – ADPL NSW and Dodgeball NSW Cup matches. It is the responsibility of team members to understand the competitions the club is entering. The ADPL operates under low-tolerance policy and if at any point behaviour, conduct or commitment is questioned, the Directors and Officials have the ability to remove members thereof from competition. We confirm that the ADPL is only providing a venue for the competition and confirm that officials have inspected the venue and accept its state and condition. Playing members will abide by any requirements of the owner/operator to the venue. The ADPL can confirm that it has obtained adequate public liability insurance and will provide the proof thereof on request. Clubs and team members understand and accept the conditions and competition rules when registering to play in the competitions. On behalf of the club and its playing members, club representatives agree to the regulations and conditions pertaining to the ADPL.
Sporting Revolution Pty Ltd ABN: 21 160 323 900 trading as Australian Dodgeball Premier League